I am so floored by how well your engine imports assets from other titles, it's going to make all the difference in the world when creating an original title having support for all of those formats!!
I am so floored by how well your engine imports assets from other titles, it's going to make all the difference in the world when creating an original title having support for all of those formats!!
I'm still drooling over the idea of an in-game level editor akin to LeBUILD <3
Wow, I love checking this page for your updates - this is so very cool, I am just thinking of the possibilities for immersion!
Woah, that looks cool! How does it look in motion? The hightmap screenshots you've posted in the past looked good but this looks even better!
This looks really great! Simple yet so very effective!
This is looking great!!
I think it's great that you're using Ion Fury as a testbed as you've mentioned there is some very ambitious sector-over-sector and other techniques that pushed the engine to it's limitations.
"In essence, all you need to do is to connect two surfaces the same way you connect walls, and let the renderer nail it by itself."
This is very impressive work! How you're focusing on the renderer/tech to do the legwork sounds super promising to make development much easier. I also noticed in a video of yours how it converts the BUILD .map format on loading as well. I'm super excited to watch your tech progress, it's very cool!
Hey man! Long time! Do you still monitor this inbox?
Hey there another man after my own design art - I really like you - stick around and we’ll get chatful digital coffee sometime :D Seriously LOVING where you’re at right now.
The entire "Wolf3d" was the direction we were going in. I had briefly shuffled around a few ideas of reviving the project in spirit on my own with enhancements however real life got in the way, and keeps getting in the way, like it always does.
We have no plans for a Dreamcast version, however I know Duke3d and the BUILD engine works, so if you wanted to give it a shot and release it you have my blessing!
It will run with Leda 0.2 (http://dark-alex.org/forum/viewtopic.php?f=44&t=9153)
Just copy over the leda eboot and prx and run it (turn off all other plug ins for installation). Copy the Zombie Crisis files to the PSP/GAME150 folder and run it like normal.
Sweet! Some people like yourself are tinkering around with updating the game and I think that's awesome :) I think this will be the final "official" version released but IMO it's now a community project. If you want to hook up with others updating this as well, they hang out on the Duke4.net forums under Duke3d modifications :)
See my latest post, you need Leda 0.2
I am using Dark Alex's 3.40 OE-A on my Phat and it works fine, I have also extensively tested it on a PSP-2000 slim with Leda 0.2 (see my post below) and it works correctly.
If you are having trouble, please get Leda 0.2. It makes it work correctly on every hardware/software configuration I have been able to test myself.
Some people are still having questions about getting this to work on your PSP. I am re-posting the directions here to clear up any confusion:
If you still have problems it will run with Leda 0.2 (http://dark-alex.org/forum/viewtopic.php?f=44&t=9153)
Just copy over the leda eboot and prx and run it (turn off all other plug ins for installation). Copy the Zombie Crisis files to the PSP/GAME150 folder and run it like normal.
Originally we had a free-moving independent camera via the analog nub, however it only applied to looking and not movement. We tried to customize the controls that made the face buttons (triangle, etc) move forward/back/left/right (like most PSP FPS titles) but found that it made things overly complicated for a simplistic game. This is why there is no jump button by default, it's just not needed.
Zombie Crisis was made as a homage to games like Doom, Rise of the Triad and Wolf3d. Simplistic gameplay to create a quick and fun experience. We never intended it to be a second coming of innovation.. just a fun zombie-genocide simulator filled with campy material.
CliffsNotes Version: We found the control scheme perfect for the type of game it is.
Some people are still having questions about getting this to work on your PSP. I am re-posting the directions here to clear up any confusion:
If you still have problems it will run with Leda 0.2 (http://dark-alex.org/forum/viewtopic.php?f=44&t=9153)
Just copy over the leda eboot and prx and run it (turn off all other plug ins for installation). Copy the Zombie Crisis files to the PSP/GAME150 folder and run it like normal.
If you still have problems it will run with Leda 0.2 (http://dark-alex.org/forum/viewtopic.php?f=44&t=9153)
Just copy over the leda eboot and prx and run it (turn off all other plug ins for installation). Copy the Zombie Crisis files to the PSP/GAME150 folder and run it like normal.
Yes, i've been wanting to create the standalone PSP version for a long time now however RealLife(tm) kept it on the backburner. However recently I had a few days off and decided it was about time to get it uploaded.
I apologize for the year+ delay, however like some say.. better late than never! ;)
There's as much of a story as any nostalgic early 90's FPS. The whole idea behind the development was to capture the spirit of games like Doom, etc. You're main objective is to escape and survive and there is a final boss :)
Stand alone wish granted, check the download page ;)
Yes, it is in fact the old UT chainsaw. We had an original one, however we were aiming for a pure nostalgic throwback to the 1994 "doom clone" days of first person shooters and thought it would fit. You should also notice the original Quake zombie in there modified to sprite form.
It was never meant to be groundbreaking, just a throwback to the good old days of wanton and gratuitous violence from the early years of FPS gaming. Just something simple and fun that people can have a good time with. I thank all of you who have enjoyed it for what it was meant to be :)
Like I said in the above comment RealLife(tm) has taken priority over development. There may be an update in the future linked to the new engine advancements but we'll have to see how that goes.
There was one planned down the pipe but RealLife(tm) got in the way, the BUILD engine we based this off of has had a lot of improvements since the release (most notably dynamic lighting and normal maps) so we'll see what happens in the future. In the meantime consider this the final release.
Zombie Crisis 2.0 is still in the works, we're currently working on porting over an advanced version of the engine to PSP (both fat and slim) and gathering new assets to enhance the graphics and overall aesthetic.
Progress is slow due to time constraints, however we have not given up on the project.
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